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		<title>three.js webgl - materials - shaders [lava]</title>
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		<div id="container"></div>
		<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank" rel="noopener">TheGameMaker</a></div>

		<script id="fragmentShader" type="x-shader/x-fragment">

			uniform float time;

			uniform float fogDensity;
			uniform vec3 fogColor;

			uniform sampler2D texture1;
			uniform sampler2D texture2;

			varying vec2 vUv;

			void main( void ) {

				vec2 position = - 1.0 + 2.0 * vUv;

				vec4 noise = texture2D( texture1, vUv );
				vec2 T1 = vUv + vec2( 1.5, - 1.5 ) * time * 0.02;
				vec2 T2 = vUv + vec2( - 0.5, 2.0 ) * time * 0.01;

				T1.x += noise.x * 2.0;
				T1.y += noise.y * 2.0;
				T2.x -= noise.y * 0.2;
				T2.y += noise.z * 0.2;

				float p = texture2D( texture1, T1 * 2.0 ).a;

				vec4 color = texture2D( texture2, T2 * 2.0 );
				vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );

				if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
				if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; }
				if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; }

				gl_FragColor = temp;

				float depth = gl_FragCoord.z / gl_FragCoord.w;
				const float LOG2 = 1.442695;
				float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
				fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );

				gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );

			}

		</script>

		<script id="vertexShader" type="x-shader/x-vertex">

			uniform vec2 uvScale;
			varying vec2 vUv;

			void main()
			{

				vUv = uvScale * uv;
				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
				gl_Position = projectionMatrix * mvPosition;

			}

		</script>

		<script type="module">

			import * as THREE from '../build/three.module.js';

			import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
			import { RenderPass } from './jsm/postprocessing/RenderPass.js';
			import { FilmPass } from './jsm/postprocessing/FilmPass.js';
			import { BloomPass } from './jsm/postprocessing/BloomPass.js';

			let camera, renderer, composer, clock;

			let uniforms, mesh;

			init();
			animate();

			function init() {

				const container = document.getElementById( 'container' );

				camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 3000 );
				camera.position.z = 4;

				const scene = new THREE.Scene();

				clock = new THREE.Clock();

				const textureLoader = new THREE.TextureLoader();

				uniforms = {

					"fogDensity": { value: 0.45 },
					"fogColor": { value: new THREE.Vector3( 0, 0, 0 ) },
					"time": { value: 1.0 },
					"uvScale": { value: new THREE.Vector2( 3.0, 1.0 ) },
					"texture1": { value: textureLoader.load( 'textures/lava/cloud.png' ) },
					"texture2": { value: textureLoader.load( 'textures/lava/lavatile.jpg' ) }

				};

				uniforms[ "texture1" ].value.wrapS = uniforms[ "texture1" ].value.wrapT = THREE.RepeatWrapping;
				uniforms[ "texture2" ].value.wrapS = uniforms[ "texture2" ].value.wrapT = THREE.RepeatWrapping;

				const size = 0.65;

				const material = new THREE.ShaderMaterial( {

					uniforms: uniforms,
					vertexShader: document.getElementById( 'vertexShader' ).textContent,
					fragmentShader: document.getElementById( 'fragmentShader' ).textContent

				} );

				mesh = new THREE.Mesh( new THREE.TorusGeometry( size, 0.3, 30, 30 ), material );
				mesh.rotation.x = 0.3;
				scene.add( mesh );

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				container.appendChild( renderer.domElement );
				renderer.autoClear = false;


				//

				const renderModel = new RenderPass( scene, camera );
				const effectBloom = new BloomPass( 1.25 );
				const effectFilm = new FilmPass( 0.35, 0.95, 2048, false );

				composer = new EffectComposer( renderer );

				composer.addPass( renderModel );
				composer.addPass( effectBloom );
				composer.addPass( effectFilm );

				//

				onWindowResize();

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );
				composer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();

			}

			function render() {

				const delta = 5 * clock.getDelta();

				uniforms[ 'time' ].value += 0.2 * delta;

				mesh.rotation.y += 0.0125 * delta;
				mesh.rotation.x += 0.05 * delta;

				renderer.clear();
				composer.render( 0.01 );

			}

		</script>

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